Category Archives: Programming

Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of … Continue reading →

Been a long time since I’ve written anything here. Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games). It’s not live yet, but a bunch of neat ideas … Continue reading →

Previously in this series we covered the basics of collision detection and discussed some different approaches to finding intersections in sets of boxes: Collision detection (part 1): Overview Collision detection (part 2): Box intersection Today, we’ll see how well this … Continue reading →

Last time, we discussed collision detection in general and surveyed some techniques for narrow phase collision detection. In this article we will go into more detail on broad phase collision detection for closed axis-aligned boxes. This was a big problem in the 1970’s … Continue reading →

Collision, or intersection, detection is an important geometric operation with a large number of applications in graphics, CAD and virtual reality including: map overlay operations, constructive solid geometry, physics simulation, and label placement. It is common to make a distinction … Continue reading →

Last time, I finished up talking about latency issues for networked video games. Today I want to move onto the other major network resource, which is bandwidth. Compared to latency, bandwidth is much easier to discuss. This has been observed many … Continue reading →

Last time in this series, I talked about latency and consistency models. I wanted to say more about the last of these, local perception filtering, but ended up running way past the word count I was shooting for. So I … Continue reading →